How long is a round in 3.5 D&D?

According to page 181 of the Player’s Handbook, A turn is about six seconds long. that does not mean, however, that six seconds expire every time a player or NPC takes a turn. Technically, the rounds themselves are six seconds long. While every player or NPC takes their action in about six seconds, these turns all happen during the same round.

Is that realistic?

At first glance, it probably seems like a lot. If you have a dozen players or NPCs, it can take quite a bit of time to sort out everyone’s turn. With a dozen attacks, movements, or spells, the idea of fitting it all within six seconds might seem impossible. However, these acts are all essentially occurring at the same time.

The initiative roll determines who goes first, you can consider the person acting second in initiative order to have taken their action a split second after the character with the highest initiative score.

Six seconds doesn’t sound like a lot at first. But count it out in your head – in that time, think about how many times you might be able to swing an object, recite an incantation, or move to the other side of the room. In the frenzy of combat, a lot can happen in six seconds.

Concluding our Guide

So that’s your answer to “how long is a turn in DND?” We hope this rundown has been helpful to you, and we’re happy to answer any further questions in the comment section below! Need more D&D in your life? Check out our guide to the Best Battlemat for D&D.

The 1 minute melee round assumes much activity – rushes, retreats, feints, parries, checks, and so on. Once during this period each combatant has the opportunity to get a real blow in.

Granted, in 1st AD&D edition every round could be divided into 10 segments, but that only applied to distance travelled.

PHB AD&D 2nd edition p. 91

A round is approximately one minute long. Ten combat rounds equal a turn (or put another way, a turn equals 10 minutes of game time).

This means that many spells in earlier editions of D&D had much longer in-game durations, combat took more in-game time and the system accounted for all the hazards and the chaos of combat.

The AD&D PHB has a pretty good explanation of how much more difficult it is too gulp down a potion of healing in the midst of a battle, than when your life is not threatened by a large, angry fire-breathing dragon.

Every character had a base action and actions that take negligible amount of time (see AD&D 2nd edition PHB p. 93), which included shouting a warning etc. What a base action included was a bit loose, since it could involve several lesser actions.

6 second combat round

In 3rd edition the 6 second round was introduced to D&D. Ever since the round has been that long and remains so in 5th edition.

PHB D&D 5E p. 189

A round represents about 6 seconds in the game world. During a round, each participant takes a turn.

Later editions also improved and clarified a whole lot better what you could accomplish or do in a round. You had your standard action, your move action and free/bonus actions (this in some editions could get a whole lot more complicated).

On the other hand, this also meant that spells lasted in many cases not as long in-game as before, i.e. duration could change from minutes to seconds. And all the chaos of combat, all the jabbing, feinting and parrying, was gone from the system, unless the DM took special time to describe it.

A high level fighter thus could make perhaps 30 attacks in a minute and even a mid-level spell caster could cast 10 spells in a minute. That, of course, meant that these characters moved with a lightning speed, finding spell components, uttering verbal components or studying opponent, parrying, feinting and finding openings in their defence.

Movement in minutes or seconds

In AD&D an unencumbered human could walk 360 feet (ca. 109 meters) in a minute, or 36 feet (ca. 11 meters) in 6 seconds. By jogging the human could double it’s move, triple it by running if it made a successful Strength check. This means that an unencumbered human could move 108 feet (32 meters) in 6 seconds. That’s 1080 feet in a minute.

In 3rd and 4th editions an unencumbered human can move 30 feet per round, run with full round action at 120 feet (36 meters) per round.

In 5th edition, you can move your base speed in 1 round or use the Dash action to move twice your speed. An unencumbered human can move 60 feet (ca. 18 meters) per round.

Dwarves and smaller races have lower movement rates, while larger races could have higher movement rates. This applies to both modern and older versions.

Some classes, such as the barbarian, had a higher movement rate in AD&D, and could move 450 feet (137 meters) in a round. A running barbarian moves 135 feet (41 meters) in 6 seconds. In later editions a human barbarian could run 160 feet (ca. 49 meters) with a full round action.

To put this in perspective, Usain Bolt’s world record in 100 meters is 9.58 seconds, which roughly means that in 6 seconds he ran 241.5 feet or 73.62 meters.

The round as a narrative tool

What if the round didn’t have a special temporal unit assigned to it? Would it matter? Would it change anything?

The round is a systematic measurement, for the DM to enforce some limits to PCs actions. It doesn’t really matter if the round is a minute, 15 seconds or 6 seconds. The numeric value is entirely arbitrary (for all intents and purposes). In fact, the round can be what you want it to be.

In 5th edition it would only affect spellcasting, since the casting time can be a Bonus action, 1 action, 1 minute, 10 minutes or 1 hour. But then again, how often does it happen that a spell caster decides in the midst of a heated battle to cast a spell that takes 10 rounds or even 100 rounds to cast?

As for the duration of spells, whether they last 6 rounds as in 36 seconds or 6 minutes, it’s all the same, after all, the main temporal unit is the round, not the length of it.

The round as a strategic tool

In the strategic games that 3rd and 4th edition combat situations are, the round is paramount and vital to portraying all aspects of the battle. These editions rely heavily upon the use of battle mats and models, in order to help players understand and make the right decisions in combat.

In older editions and 5th edition you have more leverage in using the mind’s eye and just describe the combat, as it plays out. The round, as a fixed temporal unit, isn’t as vital in these editions as in 3rd and 4th editions.

A round is just a round

Though the PHB states that the round has a fixed temporal unit to it, you can change it in your game. Does the 1 minute round, as explained in the AD&D 2nd edition PHB, make more sense to you? Then play the game like that. Does a 6 second round where the PCs can take a sprint action (move 4 times their move) sound plausible to you? Then play the game like that. Does it even matter? Can’t a round just be round, with no numeric value affixed to the amount of time that actually passes?

If you think that it takes a wizard more time than 6 seconds to dig out a bit of spider web from her pouch, place it under her tongue and utter the arcane syllables that power her spell while weaving her hands in intricate patterns through the air, then make it so.

If you think that it takes the fighter more than 6 seconds to drop his backpack, open it and dig out the healing potions, while making sure that the goblins shooting arrows don’t hit him, make it so.

If you think that it takes the rogue less than 1 minute to move full her speed away from the group and find a suitable hiding place, make it so.

If you think that firing 40 arrows or 10 crossbow bolts in a minute sound a bit absurd, change the length of the round. It’s your game.

If you think it’s more believable that a spell caster casts one spell per minute and not ten spells per minute, change the length of the round. If 20-30 attacks per minute is something that makes no sense to you, change the length of the round.

You are in control of your game and it applies to everything within it. If you want to make a house rule about rounds, movement, actions etc. do it. Just remember, to make sure that all your players are on-board, are fine with it and understand both why you’re making the change and how it works. Make sure that the length of the round has an all-around effect, i.e. durations and casting times of spells are also affected.

How long is each round of DND?

A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the Beginning of a combat encounter, when everyone rolls Initiative.

How many minutes is a round in DND?

A round is 6 seconds, and there are 10 in a minute. You are correct that spells which require 10 rounds to cast are very rarely useful in combat.

How long is each round of combat DND?

Introduction to Combat Essentially, combat consists of rounds, with each person involved in combat taking a turn during which they can move and perform an action. Each round takes 6 seconds of time in the game world. So a combat that lasts 10 rounds occurs for the characters in the game over the course of a minute.

How long is 1 hour in DND combat?

correct... 1 minute equals 10 rounds... 10 mins = 100 rounds... an hour, God forbid a combat should take that long, equals 600 rounds of everybody and every thing taking a turn.